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Post by sehanine on Jul 17, 2018 19:51:43 GMT -8
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Post by sehanine on Aug 22, 2016 4:51:05 GMT -8
Surely it'd be nice to have a Sunrider 2 come out some day. As to how long that'll take... who knows? Except for Sam that is. how much time was there between starcraft 1 and 2? we may have to wait a while Will the delay be due to working on the MMO, World of Sunrider, in the interim?
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Post by sehanine on May 26, 2016 18:18:26 GMT -8
Where's the option for Liberty's new pilot?
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Post by sehanine on May 24, 2016 20:33:02 GMT -8
What's in the spoiler tag is for [RE]turn. So should there be another poll post-[RE]turn, both to reflect any changing votes as well as to add the Liberty's new pilot? She sounds kinda cute.
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Post by sehanine on May 24, 2016 2:56:45 GMT -8
100%! While this entire thread has a spoiler tag, this post will have more spoilers than much of the rest of the thread. First of all: thanks for making [RE]turn. It was fun. Playing a Sunrider story that was pure VN made me realize that I've come to expect more from the series than other VNs. Even though the Kayto that we control in [RE]turn isn't in control of the Sunrider, there were still places where I half-expected to see "BATTLE STATIONS" pop up. The space combat in the main series and the stat management in Academy both add to the experience for me. Part of me also wanted to be playing a first-person shooter (cover-based or otherwise) during a lot of the action sequences in [RE]turn, which is to say that the narrative action was effective and caught my imagination. The imagery was detailed and colorful throughout. Metaphors sometimes got a little silly during the sex scenes (you should've used "batter" for Chigara's sex scene in normal LibDay, what with the whole bakery thing; Kayto/Chigara might've had concerns regarding a "bun in the oven" ;D ), but there's only so much you can do with sex scenes without repeating the same words over and over. Yay zero-g! I very much liked that the timeline was kept consistent between the various paths and that choices mattered in ways that were, once the timeline was understood, predictable. It made sense that each girl offered assistance that differed from the others (with the possible exception of Asaga versus Sola, but even that makes sense). Claude's hints during bad endings were helpful, though not really necessary. While I liked the countdown frames (X hours until massacre, Y hours until mindstream), I'm not sure how much they added since you couldn't really make choices based on the info (it's not like Valkyrie Profile telling you how many periods you have until Ragnarok) and the narrative itself does a pretty good job of letting you know how much time has passed. I guess it adds a bit of dramatic flair. It's interesting that each of the good endings was still bittersweet; I like that, even in a DLC that's ostensibly fan service, you didn't ignore the implications of the changes that each ending made to the story. The alternate endings were honestly the darkest; it's still cool that the "bad" endings exist to punish the player for doing something dumb, but man, they didn't make me feel nearly as bad as Sola/Asaga's alternate endings. Whether or not to pull the trigger is the best (read: most difficult) choice in [RE]turn by far. On that note, for whatever reason I actually started caring about Chigara in [RE]turn. I figured it was a matter of personal preference, but I've never been able to make myself care about her prior to this in any of the other games, normal LibDay included. I can't tell you why; I'd have to do some close reading of everything to figure it out, and I'm not going to take the time. [RE]turn once again makes me interested in the meta-story of Sunrider. As others have expressed, I'm curious just how much of it will interconnect with the main story, especially given that the next game seems that it will focus on the event that threw Sola forward in time and scattered versions of her in universes where they shouldn't have been. Like others have said, it would've been cool if Cosette had made at least a brief appearance if she was saved during the main story, but it doesn't seem like a huge deal, to me. Again: thanks!
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Post by sehanine on May 23, 2016 16:53:42 GMT -8
Quick question for reference - but since all the complaints so far are on grammatical stuff, I'm guessing nobody has fault with the story itself, correct? I'll post a critique once I've completed it. Since this was going to be an especially short beta, I just wanted to get anything obvious out of the way before it went live.
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Post by sehanine on May 22, 2016 23:57:12 GMT -8
"Unfortunately, he was going to find no such assistance in Engineering, where security was expressively banned from using explosives."
"expressively" should be "expressly".
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Post by sehanine on May 22, 2016 23:05:15 GMT -8
kayo "Just dissembling the Liberty won't be enough though... She could still escape on a shuttle... or a lifepod... or any of the other ryders."
"dissembling" should be "disassembling"... unless it's the sort of error Kayto should make? I could see it either way.
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Post by sehanine on May 22, 2016 21:11:37 GMT -8
I've updated to the latest version of [RE]turn via Steam. I'm not sure if it has to do with strangeness with my save files, but I played through LibDay without destroying Legion in MoA (so Ava didn't have the eyepatch) and, after choosing to save the crewman in [RE]turn, when I got to the scene in Kayto's office where Ava informs Kayto of his double, the graphic for her had the eyepatch. Prior to updating and on all other routes, Ava did not have the eyepatch. Also, same scene: Ava: "During the battle, we were indeed struck by an experimental PACT weapon which introduced a hunter drone within the ship. Security has examined the wreckage of the drone and have confirmed that it was PACT-made. I have surmised the incident in the latest report on your desk." "surmised" should probably be "summarized". I try to correct word choice in dialogue as little as possible since people do indeed use words incorrectly, but this is Ava we're talking about. Also, while distracting Claude in the sick bay so that Chigara can be kidnapped: "As he walked out, he confirmed that their operational was a success." "operational" should be "operation". Also: sol "I believe Claude was actually the one who has been relying our movements to the Prototypes." "relying" should be "relaying". Thanks for including the .rpy in the update. As a side note, I can't believe that I had to be hit over the head with an ending called "Time Lord" to realize that Claude is The Doctor. I'm not sure I can call myself a nerd anymore.
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Post by sehanine on May 22, 2016 14:00:58 GMT -8
"Streams of foam shot from every direction, lathing the reactor in coolant. The flames around the reactor's hissed and eventually fizzled out."
Either a word is missing after "reactor's", the possessive is referring to the streams of foam or coolant ("the reactor's coolant" or "the reactor's streams of foam"), or (most likely) it should just be "reactor".
Also: "With Alice dead, and Chigara never having entered the mindstream, there no risk of Alice's ghost ever reasserting control over her again."
There should be a "was" before "no risk", so: "there was no risk".
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Post by sehanine on May 22, 2016 12:16:31 GMT -8
While repairing the backup communicator on Icari's route (possibly the same on others):
"Suddenly, sparks flew from the comm box as a conduct burst."
Did you mean "conduit"? Or "conductor"?
Shortly after that:
"Shields carried on by himself, his ragged breathes freezing into vapor clouds in front of him."
"breathes" should be "breaths".
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Post by sehanine on May 22, 2016 12:01:40 GMT -8
I'm not certain if this is coincidence, but after I got Sola's good ending I started playing through Icari's route and, after choosing to not save the crewman and then choosing to use Lynn as a body double, I got to the following when in the hangar bay with Icari and Claude:
Kayto: "I'll try to beat a hasty retreat as soon as I can. Once we've regrouped, Claude will use the floor access hatch to relocate Chigara to maintenance room D4, Icari Sola runs to the mess hall and calls the other Kayto Shields out on the comm. I'll then use that chance to sneak into my office and send Fontana the encrypted call."
I'm not sure how "Icari Sola" got in there, exactly; I don't have the .rpy for [RE]turn (and I'm not going to convert the .rpyc since I don't know how to offhand).
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Post by sehanine on May 22, 2016 11:14:39 GMT -8
Ava: "Captain... You are blind. The Kayto Shields struggling on the floor now is a far better captain that you are!"
"that" should be "than".
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Post by sehanine on May 22, 2016 9:08:23 GMT -8
"Sola's eyes grew dim as her breathes became ragged."
"breathes" should be "breaths" or "breathing".
Sola: "No... I'm afraid I am a poor chief. I have no culinary knowledge beyond what Far Port berries are edible and how to roast fish and wildlife."
I'm pretty sure that "chief" should be "chef".
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Post by sehanine on May 22, 2016 2:36:58 GMT -8
Hmmm I don't think these are bugs in the game code since other people have triggered those scenes, did you install the new decensor patch correctly? (Not the public patch, use the patch which is on Patreon.) The patch should say V3.0 in the patch instructions. Also, make sure the files inside the patch aren't inside the patch folder in the /game/ directory. The individual files should be dropped into /game, not the entire folder itself. Yeah, I had the correct patch but a couple files were somehow missed on unzipping. False alarm. Thanks! Another correction, though: Asaga: "EEEHHH!?!? T-the Black Jack's takin' off with me!!!!" Should that be, "without me"? Also: "The pipe crashed against the energy shield, sending feedback jolting through his arm. But Shields mustered his strength. He wrapped himself around Alice, putting her into a sleeper hold as her energy barrier sheered through his uniform and flesh." "Sheered" should be "sheared". Also: "But a blink later, the she completely vanished from the universe." I'm not sure if there's a variable that has the value "she" there and might have some other value that would require an article, but in this case "the" before "she" should be removed.
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Post by sehanine on May 21, 2016 2:13:50 GMT -8
I'm also getting the crash before the Ava H scene (with the uncensor patch, of course): I'm sorry, but an uncaught exception occurred.
While running game code: File "game/REturn.rpy", line 10159, in script call File "game/REturn.rpy", line 10159, in script call ScriptError: could not find label 'censor_avahscene'.
-- Full Traceback ------------------------------------------------------------
Full traceback: File "game/REturn.rpy", line 10159, in script call File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider Liberation Day\renpy\ast.py", line 1313, in execute rv = renpy.game.context().call(label, return_site=self.next.name) File "game/REturn.rpy", line 10159, in script call File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider Liberation Day\renpy\script.py", line 843, in lookup raise ScriptError("could not find label '%s'." % str(original)) ScriptError: could not find label 'censor_avahscene'.
Windows-8-6.2.9200 Ren'Py 6.99.8.949 Release 2.1
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Post by sehanine on May 20, 2016 23:49:34 GMT -8
"The galaxy's greatest and most dangerous minds had gathered here, in the furthest corner of the galaxy, to finally attain what had alluded humanity for so long."
In the above sentence, "alluded" should be "eluded".
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Post by sehanine on Apr 9, 2016 16:43:27 GMT -8
I still love the idea of Kayto bumping into Cosette and mistaking her for an elementary student. ...and then courts and has sex with her? O.o A Cosette route has always seemed a little weird to me since, according to what she says in FA/MoA, she stopped growing when she was eleven. The LibDay artwork makes her breasts more pronounced and she's not that much shorter than the other girls, but... Perhaps I'm thinking about this joke a little too much.
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Post by sehanine on Mar 31, 2016 21:05:15 GMT -8
The only other link I'd share that I feel is relevant to "sex sells" vs "story sells" (which is, of course, a false dichotomy) is this one. It feels odd arguing small points with Sharr because I'm pretty sure that we want the same thing, or at the very least I also want there to be a focus on good story with meaningful choices. I just also want a development choice made between either including H content that's well-written along with routes for a few different girls or just abandoning the pretense of Sunrider being eroge. I'm still of the opinion that Academy's scenes were done well apart from one line in Ava's last H scene that made me cringe ("acreage after acreage", oh man). With regard to "meaningful" choices: I should have been clear on what I meant. I was primarily thinking of impact on the script. In Mass Effect, Kaiden vs Ashley is meaningful because it's a choice that persists and has to be dealt with not only throughout the rest of the first game, but comes up in 2 and affects which characters are available to your party in 3. The impact of that single choice is huge. Other choices from ME1/2 are revisited in later games, as well, though I think it's beyond the scope of this thread to list them. I don't feel that Sunrider has many choices like that (and for good reason, really; they increase workload and can snowball), at least not ones where the consequences have actually played out. As far as choices that have a strong moral/narrative impact but are of limited scope to the script, sure, you can affect what the Admiral tells Kayto about what the Alliance will do with Ongess (and Ava's lines regarding how the media responds to the events on Ongess) or the effects of Versta on the Alliance joining the war, but those choices aren't (or haven't yet been) revisited in the script of later games (the only released one being LibDay). The Saveddiplomats flag is referenced a lot in the FA/MoA script, so I'll concede that as a 4th significant choice (although it doesn't seem to be referenced in LibDay and much of what it affects is your pilot's reactions immediately after Versta). I looked through the LibDay script and I can't find any reference to the OngessTruth flag at all, so it seems to be contained to the two effects that I mentioned above. And no, it isn't fair in the slightest for me to compare Sunrider to games like Mass Effect or, for another example, The Witcher with regard to the number of choices/routes/endings available. It's just something to shoot for apart from ME3's ending. The following is an actual spoiler for anyone who hasn't read through the FA/MoA/LibDay scripts: One curious thing, which all of you that've looked through the scripts are already aware, is that many decisions increment/decrement either captain_moralist or captain_prince (and the various girls' affection scores). The only place I can find in the FA/MoA script where it affects anything is which of the ending decisions requires command points; moralist requires cmd to stop Ava from activating the Vanguard whereas prince requires cmd to make her activate the Vanguard (or the Wishall can stand in for cmd in either case). It's an interesting interaction between the combat system and the story, but I'm hoping there will be story branches affected by those two variables that command points can't override. It feels like too many variables/plot points tie into that one decision. I would expect moralist/prince to affect the available menu choices the way that Paragon/Renegade points do in ME, Light/Dark points do in KotOR, etc. The only place that I can find where affection with any of the girls affects anything so far is for Cosette. In FA/MoA, it affects a couple lines of her dialogue at Ongess. In LibDay, you can again use the Wishall to negate the effects of the affection (this is the only potential use of the Wishall that I can find in LibDay), but it determines if she lives or dies in the prologue. I think it'll be high time to cash in some of these affection/prince/moralist points in the next Sunrider game. But I digress. Adding choices of limited scope is a careful balancing act: add too few and the game feels linear (like LibDay did); add too many and it feels like none of your choices really matter (you might make a choice that saves or destroys a planet or parallel universe, but if no one ever mentions it again and you don't see any long-term or delayed consequences, who cares?). I agree that more, in the form of Kayto's reactions and side quest choices, should have been included in LibDay to give it a feel similar to FA/MoA. After reading dozens of Steam reviews, I'm still of the opinion that Academy influenced more people's expectations than you seem to believe (and yeah, I mentioned in my first post both that it had affected my expectations and that those expectations were unreasonable). The fact that there's a forced romance is one of the foremost complaints, like you said... and along with it often goes the complaint that there are no routes for any of the other girls. Maybe it's just the people like me who thought LibDay would have routes (at least early in the development; as it got closer and closer to release and the betas didn't have anything resembling romantic options, it became obvious). If you're just talking about the "diehards" who have been with Sunrider since the Kickstarter began, then yeah, I don't know what those people were expecting since only some reviewers mention when exactly they discovered Sunrider. I'd be curious to know how many people played FA/MoA only after playing Academy. Strange as it may sound, I played FA, then Academy, then MoA. I'm also curious where the intent for different paths for different girls in the main Sunrider games was actually stated by Samu-kun or anyone else on the dev team. Don't get me wrong; the indicators that they'll exist are overwhelming, both systemically and in the games' presentation. I'm just looking for a link with a quote. I'll keep searching, but if anyone else finds one, I'd appreciate knowing. It's late and I've stared at the Sunrider scripts enough for one night. Thanks again! - Sehanine
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Post by sehanine on Mar 30, 2016 16:32:48 GMT -8
Whether or not the story was done "very well" is very much debatable, because they very much didn't stick to the same story they seemed to be telling - it was far more constrained then past installments and appeared streamlined to a fault. Ironically, this was what became Mass Effect's downfall as well - continued linearity that ultimately was seen as having stifled what the game originally was. Does anyone have a plot map for Sunrider? There are a lot of flags, but many of them don't seem to really do anything, yet, apart from a few lines of text shortly after the choice that sets them. Any tips for searching the script without reading through the entire thing would also be useful. The point of my question is that I don't believe that FA/MoA really had more meaningful choices. They did, however, have more choices for how Kayto responded to things (the next few lines of dialogue), and, of course, the flags persist through to LibDay and presumably beyond. When I say that they told the story well, I just mean that it was reasonably well-written up to the 1.0 ending. I don't disagree that there weren't many meaningful choices; I just don't think there were ever many meaningful choices in Sunrider. The exceptions being: 1) Whether or not you destroyed the Legion 2) Whether or not you obtained the Wishall and 3) Whether or not you used the Wishall to save Cosette. I still haven't done my second playthrough of LibDay, so I may be missing some. If there were more significant choices in FA/MoA, please remind me. Academy had four different endings depending on the route that you chose and various other smaller changes based on events (such as the student council election). Apart from one of the choices that I mentioned earlier (do I really need to use spoiler tags here? I'm only using them because everyone else seems to), there's only one ending to MoA. The choice in question at the end of MoA, as far as I can tell, makes one graphics change and branches between two scenes that don't otherwise affect the ending of LibDay. This is why I say that the existence of Academy set up expectations for LibDay. Without it, there isn't much basis to be disappointed about a lack of romance options because there were never any to begin with. I know that the FAQ for LibDay had a question, "Can I do my waifu?" and the answer was something non-committal, so I guess there would have been expectations regardless, just no precedent. If you haven't, read Samu-kun's Steam post on 2.0 regarding the voice acting. In short, he said that it took about two weeks to complete and didn't really take much development time at all. Most of the focus was on the combat system and battles. As far as I can see, the "everything" that I mentioned boils down to a route for each girl presented, the combat system, and branching paths. From what I've read, yes, that is exactly what people were expecting. With regard to flags, you're correct; some of those flags did make certain items/ships available in the store. It's plain where my interest lies given the fact that I'd forgotten about it. Randomization of flags was off the top of my head, though it doesn't seem much worse than just setting the flags rather than playing the previous games. Fair enough regarding Maray, but Academy made me more attached to her character than FA/MoA. I agree about balance between story and combat; that's why I suggested having the romance progression affect combat (and maybe vice-versa? you let a girl's ryder get trashed and lose affection? ha!). I'd like to think that Love in Space is growing, and while expectations for LibDay were a bit higher than they should have been, I don't think that larger projects are beyond them; again, it'd just be a long development cycle. Out of curiosity, has any other developer done anything on the same order of complexity as Sunrider's combat system in Ren'Py? While Ren'Py has a lot of tools (and you can use Python itself with it), I don't know that grid-based tactical combat is something it's suited for. Yeah, I hated ME3's ending, as well, so much that I tweeted at the dev team that, once the choice was presented to me, my response was to turn around and shoot the kid in the head. I like to think that they later added that option based on my feedback (even though it was a bad ending). I'm not saying to copy Mass Effect; I'm just saying that it had awesome setting and atmosphere and stealing it is not a bad thing. Thanks for the reply! - Sehanine
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Post by sehanine on Mar 29, 2016 20:15:11 GMT -8
I'm not sure if this is the appropriate place to post or if what I'm about to say has been beaten to death, but... First, LibDay, in and of itself, is a good game. Yes, it's short. It's clear that the creators were on a mission to tell a specific story, and they did that quite well. The gameplay was also very enjoyable, even on the Ensign setting that I used to see what everyone else was all upset about. I plan on playing through again on Captain with some flags from FA/MoA changed to see what, if anything, they affect. What set people up for disappointment, IMO, is the existence of Sunrider Academy. I *loved* Academy; I put around 55 hours into it somehow, playing a new game for each girl's route. The stat management was fun and the H scenes were good, both in terms of art/description and internal consistency. In short, they all made sense to me; the H in LibDay, in comparison, was actually kinda jarring. I know that Academy was kinda fan service whereas LibDay was a more serious milieu, but given the tone of the story it might've been better to leave the H out entirely (as much as I know that it's ostensibly eroge and people would be upset if you had). What I'm trying to say is that I think people were expecting *everything* that was in FA/MoA and *everything* that was in Academy all stuffed into one game that would take upwards of 60 hours. Somehow, I myself believed that LibDay might have been such a thing, though in retrospect it wasn't realistic given the timeframe and size of the team. So, when LibDay ended up being a good, short VN with awesome battles but without (holy God) a different route for each of 8 (or more?) different girls and possibly additional routes/H scenes for threesomes in addition to other character-building scenes, people were disappointed. I'm really sorry that people weren't okay with the first ending; having played Academy and knowing much more about Maray than anyone that skipped it (did anyone skip it? go play it now!), it was kinda touching. I don't think that the original ending should have been quite as much of a downer as it was regardless of whether or not people knew that more Sunrider games were forthcoming, but that's a matter of taste. The Empire Strikes Back's ending is about the correct amount of negativity for me, and you kinda built back up to that in the 2.0 ending. Speaking of: I understand that 2.0 was rushed out to placate the aforementioned disappointed fans, but I worry that some plot choices that maybe weren't entirely decided were rushed, the big one being Claude. I did appreciate the choices included in 2.0, even if their presence was incongruous with the format of the rest of the game which had fewer choices that seemed to make a bigger difference. As an aside, it might've been better to have an option when starting a new game of whether or not to customize all of the flags/import a save or just use a default set of flags (or randomize them?). It's cool that it can be done, but anyone new to the series is, first, going to be confused and, second, going to be disappointed when many of those flags have no affect on LibDay itself (even if they do/will in future games). It's possible that I just haven't played the game enough or that I'm not noticing small details, but it didn't seem to me that a lot of those choices mattered; a few, very obviously, did. Finally, on Patreon you (at some point I think I started addressing the developers directly; sorry for any confusion) mentioned that the next game would have less gameplay and more H scenes. I think we all agree on the more H scenes part (provided they fit with the story), but I really do like the gameplay in Sunrider. In fact, I'd prefer that choices made within girl's routes actually affect the gameplay the way it does in, say, Persona: give them stat boosts/additional moves/whatever based on route progression. In addition, if you feel like making a truly massive game, I'd love playing the mammoth creation that I mentioned at the start of my post: give us stat management a la Academy + girl routes + FA/MoA/LibDay combat. Have the stat management be things like morale on the ship, supplies, discipline (as in military discipline, not BDSM (not hating, just clarifying)), etc, and again, have it affect the spaceship/ryder combat. I know that it would be a long development cycle and it's tough to keep backers interested, but I'd love to play it. Finally: thanks. I love Sunrider so much that I started to write fan fiction (that I'll probably never finish). - Sehanine/Russell Edit: I remembered one other thing that I wanted to say. Sunrider seems heavily inspired by Mass Effect, and that is a good thing. For everything that people pick apart about what Mass Effect did wrong, it did so, so much right, particularly in terms of atmosphere (the sound design in particular was outstanding). The ship map in LibDay is tacked on, there's no question, but the way that you used it in FA/MoA was correct. Even if there's no plot effect to which order you interact with crew members, it's still nice to feel like you have options and it also kinda recalls the feeling of walking around the Normandy. Similarly, the galaxy map and the music that you used for it in FA/MoA were cool.
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Post by sehanine on Mar 29, 2016 15:26:23 GMT -8
Would the v1.0 save issue affect which images are unlocked in the gallery? While I've seen the 3 CGs affected by the uncensor patch, all of them show as locked for me.
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Post by sehanine on Mar 12, 2016 1:14:16 GMT -8
Missles? Laser? I can't recall, but she definitely wasn't immune to it.
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Post by sehanine on Mar 12, 2016 0:05:53 GMT -8
Actually, this might be related to the fact that I'm just doing a quick play-through on visual novel mode and, in the first battle with Cosette, it didn't last long enough for Asaga to actually enter the battle. When I did the next battle (which had the Black Jack in it) and then went back and called Sophita, the store interface showed up normally with no errors.
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Post by sehanine on Mar 11, 2016 23:59:34 GMT -8
This is a brand-new install with only the uncensor patch applied. When first talking with Sophita in Kayto's office, if I select the choice, "Show me what you have for sale.", I get the following error: I'm sorry, but an uncaught exception occurred.
While running game code: File "game/script.rpy", line 2554, in script call screen store_union File "renpy/common/000statements.rpy", line 457, in execute_call_screen store._return = renpy.call_screen(name, *args, **kwargs) File "game/store.rpy", line 25, in execute screen store_union: File "game/store.rpy", line 37, in execute vbox: File "game/store.rpy", line 39, in execute viewport: File "game/store.rpy", line 45, in execute frame: File "game/store.rpy", line 50, in execute vbox: File "game/store.rpy", line 52, in execute for item in store_items: File "game/store.rpy", line 53, in execute if item.isVisible(): File "game/classes.rpy", line 3140, in isVisible return eval(self.visibility_condition) AttributeError: 'NoneType' object has no attribute 'move_cost'
-- Full Traceback ------------------------------------------------------------
Full traceback: File "game/script.rpy", line 2554, in script call screen store_union File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider\renpy\ast.py", line 1641, in execute self.call("execute") File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider\renpy\ast.py", line 1659, in call renpy.statements.call(method, parsed, *args, **kwargs) File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider\renpy\statements.py", line 144, in call return method(parsed, *args, **kwargs) File "renpy/common/000statements.rpy", line 457, in execute_call_screen store._return = renpy.call_screen(name, *args, **kwargs) File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider\renpy\exports.py", line 2336, in call_screen rv = renpy.ui.interact(mouse="screen", type="screen", roll_forward=roll_forward) File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider\renpy\ui.py", line 277, in interact rv = renpy.game.interface.interact(roll_forward=roll_forward, **kwargs) File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider\renpy\display\core.py", line 2259, in interact scene_lists.replace_transient() File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider\renpy\display\core.py", line 672, in replace_transient self.remove(layer, tag) File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider\renpy\display\core.py", line 959, in remove self.hide_or_replace(layer, remove_index, "hide") File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider\renpy\display\core.py", line 883, in hide_or_replace d = oldsle.displayable._hide(now - st, now - at, prefix) File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider\renpy\display\screen.py", line 426, in _hide self.update() File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider\renpy\display\screen.py", line 556, in update self.screen.function(**self.scope) File "game/store.rpy", line 25, in execute screen store_union: File "game/store.rpy", line 37, in execute vbox: File "game/store.rpy", line 39, in execute viewport: File "game/store.rpy", line 45, in execute frame: File "game/store.rpy", line 50, in execute vbox: File "game/store.rpy", line 52, in execute for item in store_items: File "game/store.rpy", line 53, in execute if item.isVisible(): File "<screen language="">", line 53, in <module> File "game/classes.rpy", line 3140, in isVisible return eval(self.visibility_condition) File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider\renpy\python.py", line 1479, in py_eval return eval(py_compile(source, 'eval'), globals, locals) File "<none>", line 1, in <module> AttributeError: 'NoneType' object has no attribute 'move_cost'
Windows-8-6.2.9200 Ren'Py 6.99.3.404 Sunrider Mask of Arcadius Beta 7.2</module></none></module></screen> Any help would be appreciated. Thanks!
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